What are Amplifiers?

Amplifiers are bonus stat applied to gear shells, mods and left side gear pieces. These bonus stats can be recalibrated as many times as you like for a credit fee.

Amplifiers are located on the following armour pieces –

Armour Shells (except Mainhands and Offhands, this is intentional)

Armourings

Mods

Enhancements

Relics

Implants

Earpieces

Keep in mind that Armourings, Mods and Enhancements as well as Shells, Relics, Implants and Earpieces are all Bind on Legacy. Costs to remove modifications from Armour Shells remain.

The Amplifier Stat’s value varies based on a percentage or number which is entirely rolled at random. These percentages are divided into 4 tiers based on rarity by the colour of the tooltip. The colour order from minimum to maximum is green, blue, purple and gold. If the tooltip is gold, then you’re Amplifier is at the exact maximum percentage obtainable.

The minimum and maximum percentages for Amplifiers vary. Crafting Amplifiers and some Combat Amplifiers, for example, range from 0.10% – 1.50%. Other Amplifiers can go up to 5.00%.

Recalibrating (Changing) Amplifiers

You can change an Amplifier by recalibrating it. There are two ways to access the recalibration window. Via the Character UI or by right-clicking on a gear piece to modify it.

To access Amplifiers via gear, all you have to do is click on the Amplifier you wish to change in the Modification Window to open the Recalibrate window. Then click on the Recalibrate button. You typically get a choice between two new Amplifiers (though sometimes it only gives you one). The percentage or number that comes with the Stat is entirely random.

To change the Amplifier to a new one, just click ‘Update’ next to the new Amplifier you like and it will change the Amplifier on your Modification to the new one. If you do not like the options given to you, you can hit the Recalibrate button again.

If you access you Amplifiers through the Character UI, a list of all the Amplifiers you have in your gear comes up. You can hover over each one to see it’s tooltip. Click on the square shape to recalibrate the Amplifier.

You can recalibrate an Amplifier as many times as you like, but the cost goes up each time you do. Every time you hit the Recalibrate button, you are charged the credits indicated on the button.

Recalibration Starting Cost – 5688 Credits

The cost to recalibrate goes up incrementally by roughly 300 credits to start with then gradually goes up. When you get to ~20,000 Credit recalibration cost, the increment is ~1,000 Credits.

If you exit out of the Recalibration window without picking a new Amplifier, the currently rolled Amplifier options will be lost. A dialogue warning box will pop up.

Amplifiers Lists

Here is a fairly comprehensive list of Amplifiers from PTS 1.5. A specific Amplifier will only appear on one slot type. For example, the Life Stealing Amplifier is only found on Enhancements.

Non-moddable armour uses the Armourings/Hilts/Barrels table.

Shells/Relics/Implants/Earpiece and Mods mainly have Crafting and various QoL/Utility Amplifiers. Armourings and Enhancements are mostly combat-related.

Generally, crafting related Amplifiers are far more common to get than non-crafting Amplifiers on Shells/Relics/Implants/Earpiece and Mods.

Note – I am missing maximum percentages for most Amplifiers. In some cases, I just put the highest number/percentage I got. Those are accompanied by a question mark. It’s also highly likely that I am missing some Amplifiers.

causes attacks dealing Kinetic damage or Energy damage to ignore a portion of the target’s armor

1.50%

Periodic Defence

reduces damage taken from Periodic Effects

Medtech

increases the healing done by Tech abilities

1.50%

Tech Wizardry

increases damage dealt by tech abiltiies

Weapon Expertise

increases damage dealt by weapon attacks

Force Sensitivity

increases the damage dealt by Force abiltiies

1.50%

Periodic Defence

reduces damage taken from Periodic Effects

1.50%

Reinforced Armour

reduces damage taken from weapon attacks

Periodic Intensity

increases damage dealt by Period Effects

1.50%

Weapon Expertise

increases damage dealt by weapon attacks

1.50%

Force Harmonisation

increases the healing done by force abilities

1.50%

Fortuitous Redoubt

generates an absorb shield when you parry, dodge, or reflect an attack

180?

First Strike

increases the damage dealt by the first direct damage attack while out of combat

?4.55%

Aural Command

increases the damage of all Area Effect attacks

1.50%

Periodic Healing

increases the healing done by periodic effects

1.00%

Tech Aegis

reduces damage taken from tech attacks

En Garde

reduces the damage of the first direct damage attack suffered after being out of combat

1.00%

Readied Healing

increases healing of your first direct heal while out of combat

Residual Recovery

causes direct heals on allies to leave a heal over time on the target

1.00%

Overward

causes overhealing on allies to generate an absorption shield for a percentage of the allies health

1.00%

Aural Rejuvenation

(bugged tooltip)

Enhancements

NAME

DESCRIPTION

PERCENTAGE MAX

Heal Magnet

Heal Magnet increases your healing recieved from any sources other than yourself

Life Stealing

heals the caster for a percentage of damage done

5.00%

Critical Movement

grants a short burst of mvoement speed after a critical hit or critical heal

Combat Invigoration

grants a small rate of health regen while in combat

Calming Companions

reduces threat generation of companions

Selfish Healing

increases the healing recieved when you heal yourself

Jailbreaking

lowers the cooldown of your crowd control escaping ability

Hardiness

regenerates a fixed amount of health per second while stunned or incapacitated

+1

Soothing Haste

gives the caster and target of direct heals a movement speed boost

Snaring Crits

slows targets briefly after you deal critical damage

Threat Generation

increases threat gained against enemies when attacking

Overkill

applies a percentage of damage dealt beyond what is needed to kill a target to a nearby enemy

Rolling Heals

heals the caster for a fixed amount when your periodic effects crit

+1

Stealth Detection

improves your ability to find enemies who are stealthed

Defensive Healing

activates a heal each time you activate a defensive cooldown ability

+1

Towering Companions

increases threat generation of companions

Threat Reduction

Allayment reduces threat generation

Strong Legged

reduces the effectivemenss of slows on you

Kwikpacs

reduces the cooldown timer for health packs

Juiced Meds

increases the effects of health packs

Current Unknowns

Recalibrate Cost Cap – The highest recalibration cost I got up to was well over $4,000,000 Credits. I’m not sure if there is a cost cap as they mentioned there would be in the Spoils of War Stream. It is, of course, possible that they did not implement a cap (in PTS 1.5).

Will RNG Protection Factor into Amplifiers? While they did discuss this in regards to gear acquisition (via various means) it is unknown if RNG protection will be factored into recalibrating Amplifiers.

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About Xam Xam

Owner of MMO Bits, and formerly the owner of Xam Xam Says, Xam Xam is an Aussie who has been playing MMO's for over 5 years and can't get enough of them. She mainly plays Healing Classes but will also DPS and reluctantly Tank (if she has one). She prefers to PvP but doesn't mind doing all the other 'MMO bits' as well.

MMO Bits is an MMO Gaming focused website featuring content primarily for Star Wars The Old Republic and Elder Scrolls Online. The site features a mix of News, Reviews, Opinions and Guides. The site was founded by Xam Xam (who owned the now discontinued Blog, Xam Xam Says).